AX Restoration tactics

Yes, unfortunately, if not worse due to bullet travel. My G5 AR-50 didn't do appreciable damage within an extended magazine in a test I just ran.

At least the Tormentor still works, so I guess stick with the Tormentor, Executioner, Intimidator, and the solution to all Odyssey-related combat problems: the L-6.
Fortunately I have the full line of plasma weapons (I can never remember which one has each name, save for the Tormentor) at G5 and fully modded, so I can always use them; also finally have a reason to use all the non-Tormentor ones.

The problem with the L6 is it is easy to miss a flying target with it. I won't be trying that again anytime soon.
 
I think the Aphelion was originally meant to be a rail gun. Just look at the barrel - split design, has notches that could be magnets running down the length, etc. The Aphelion's barrel doesn't resemble the carbine or pistol version at all. It looks very similar to the rail gun that is in the EDRPG.
Then Frontier realized a hitscan weapon with long distance capabilities would probably render the Executioner redundant.

Except the infamous rocket launcher also is basically a better sniper rifle with added splash damage, and easier to use. Well, and less total ammo capacity, but we have magic ammo boxes everywhere.

Disclaimer : I have no actual evidence or idea if Frontier ever considered giving players a railgun for out of ship combat.
 
What I'm starting to think is it's simply RNG whether they drop or not, following any revenant kill. I've killed as many as one before it dropped and 5/6 before it dropped. On the latter, I waited quite some time between kills, too.
Hmmm. I have spent significant time in missions, after completing the objectives just to kill revs, to the extent of frequently 4+ million credits in combat bonds. Just studying the behaviors and timing of revs and drops. I have noticed that if you quickly kill all the revs in a drop, then repeat a second time, there’s a repeatable ~40ish second delay before the next drop. I use this to quickly rearm/charge and then high-tail it out of the base on foot to recall my ship. I have had poor luck with SRV’s but great success using this method to exfiltrate. Maybe I need to follow the SRV methods in this thread. There’s probably a little more to be learned here.
 
For revs, a G3+ L6 is currently the meta. I put a scope, mag, reload speed & handling on it for giggles. Maverick with NV, extra ammo, extra battery, (and whatever you want in the last slot) is recommended. With these, you carry 15 rockets in mags of 3; that’s a total of 15 rev splats in rapid succession per rearm.
 
Hmmm. I have spent significant time in missions, after completing the objectives just to kill revs, to the extent of frequently 4+ million credits in combat bonds. Just studying the behaviors and timing of revs and drops. I have noticed that if you quickly kill all the revs in a drop, then repeat a second time, there’s a repeatable ~40ish second delay before the next drop. I use this to quickly rearm/charge and then high-tail it out of the base on foot to recall my ship. I have had poor luck with SRV’s but great success using this method to exfiltrate. Maybe I need to follow the SRV methods in this thread. There’s probably a little more to be learned here.
Yeh I have noticed this too, it's definitely not instant. I don't think what I experienced here in any way contradicts it, it just tells me the scouts don't always drop every time you kill a revenant. Knowing this game, they just threw an RNG event in there.

I just don't take my SRV in close anyway. I'll only do that when we find out what the new material revenants drop is useful for (though now I'm playing with my girlfriend we can do this together soon enough so one can cover the other as we loot up). So long as I use the scarab, I get clear and am able to recall my ship without any incident 100% of the time now.
 
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I think the Aphelion was originally meant to be a rail gun. Just look at the barrel - split design, has notches that could be magnets running down the length, etc. The Aphelion's barrel doesn't resemble the carbine or pistol version at all. It looks very similar to the rail gun that is in the EDRPG.
The ships' beam lasers also have two barrels.
 
The ships' beam lasers also have two barrels.
Yes, but those are beam lasers, not pulse lasers. All of the handheld laser weapons fire in a pulse fashion, not a continuous beam.

As for ship Beam lasers, the C3 has two barrels and the C4 appears to have 4. I'm not sure about the C3, but when firing the C$ beams, you can see the beam alternate between barrels as it fires.

Bottom line: This isn't relevant to the Aphelion's odd design, which doesn't resemble the other laser weapons when it comes to the barrel. Also, when I say "split barrel" on the Aphelion, that is for lack of a better term for the long part at the front of the gun. The laser actual fires from much further back and always from the same aperture. The entire aesthetic looks more like a railgun than a laser.
 
Can confirm these missions are doable with zero engineering, even if you get interdicted a number of times. Managed it in a tanked up dolphin with one heat sink left (standard, getting the pre-e ones soon). G1 maverick and didn't use a weapon.

The dolphin had 76% hull left, mostly taken by an interceptor that hyperdicted me (pre heat sink works well but that top speed is slow so I got hit by a few salvos).


Only test left is if it can evade two Glaives. Should be OK though.
 
Can confirm these missions are doable with zero engineering, even if you get interdicted a number of times. Managed it in a tanked up dolphin with one heat sink left (standard, getting the pre-e ones soon). G1 maverick and didn't use a weapon.

The dolphin had 76% hull left, mostly taken by an interceptor that hyperdicted me (pre heat sink works well but that top speed is slow so I got hit by a few salvos).


Only test left is if it can evade two Glaives. Should be OK though.
Interesting. Perhaps my Federal Dropship build will work after all. Please note, the shield is only for preventing hull damage while trying to repeatedly land on rough terrain and/or absorb some fire from scouts. Against anything else, it will be shut off and I will go into silent running.
 
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Protip:
If you need to discard some mats before reboarding your SRV, don't chuck them in front of the vehicle. Particularly when you're planning to drive down the side of a cliff...

Also if your ship is cold running the scouts don't pick up on you when taking off.
 
Can confirm these missions are doable with zero engineering, even if you get interdicted a number of times. Managed it in a tanked up dolphin with one heat sink left (standard, getting the pre-e ones soon). G1 maverick and didn't use a weapon.

The dolphin had 76% hull left, mostly taken by an interceptor that hyperdicted me (pre heat sink works well but that top speed is slow so I got hit by a few salvos).


Only test left is if it can evade two Glaives. Should be OK though.
How are Glaive hyper/interdictions treating you?
 
How are Glaive hyper/interdictions treating you?
Not had one since but have been busy irl for the last two nights.

Will report back as soon as it happens. The only time I got hyperdicted by one in my main dolphin, I didn't even get shot at because I dropped a heat sink before I jumped.

That trick doesn't work as well on interdictions so will see how survivable it'll be with just the ecm and heat sinks when the Glaive is attacking.
 
When you successfully scan a revenant with the SRV Composition Scanner, the revenant switches from "patrol" (yellow) mode to "search" (orange)mode, it leaves the area it is in, and heads towards the SRV searching it. When the revenant detects the SRV it changes to "red" (attack).
 
When you successfully scan a revenant with the SRV Composition Scanner, the revenant switches from "patrol" (yellow) mode to "search" (orange)mode, it leaves the area it is in, and heads towards the SRV searching it. When the revenant detects the SRV it changes to "red" (attack).
How close do you have to get?
 
When you successfully scan a revenant with the SRV Composition Scanner, the revenant switches from "patrol" (yellow) mode to "search" (orange)mode, it leaves the area it is in, and heads towards the SRV searching it. When the revenant detects the SRV it changes to "red" (attack).
Hah good science. Do you even get anything for the scan though?

I've been playing with different ship builds and ingress/egress methods on these missions. I've got it down to a pretty decent system that's fast and safe, just building a new ship to give it a try with (the fully engineered Dolphin is very capable though, being able to withstand a huge amount of punishment as well as running colder than 20% under full thrust, it's virtually invisible to most Thargoid ships most of the time, without even needing heat sinks - the missile racks are enough to snipe revenants from above, using a certain technique: https://edsy.org/s/vqoh5zH)

I'm going to put together an "advanced" guide for these missions soon, which will go into detail on what I've learned, how to build a suitable ship (non engineered as well as engineered), how to "speed run" them, and also include a lot of the stuff we've all learned here together about these misions, that I missed in my first guide (like heat sinks before jumping and so on).
 
Hah good science. Do you even get anything for the scan though?

I've been playing with different ship builds and ingress/egress methods on these missions. I've got it down to a pretty decent system that's fast and safe, just building a new ship to give it a try with (the fully engineered Dolphin is very capable though, being able to withstand a huge amount of punishment as well as running colder than 20% under full thrust, it's virtually invisible to most Thargoid ships most of the time, without even needing heat sinks - the missile racks are enough to snipe revenants from above, using a certain technique: https://edsy.org/s/vqoh5zH)

I'm going to put together an "advanced" guide for these missions soon, which will go into detail on what I've learned, how to build a suitable ship (non engineered as well as engineered), how to "speed run" them, and also include a lot of the stuff we've all learned here together about these misions, that I missed in my first guide (like heat sinks before jumping and so on).
Yeah, I published a video a couple of pages back, but the video doesn't appears...
-You get a new CODEX entry
  • Can't sold this data
  • Couldn't scan with other tools
- It 's easy to collect thargoid wake signals too from those missions (my first CODEX entry)
Regards
 
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Hah good science. Do you even get anything for the scan though?

I've been playing with different ship builds and ingress/egress methods on these missions. I've got it down to a pretty decent system that's fast and safe, just building a new ship to give it a try with (the fully engineered Dolphin is very capable though, being able to withstand a huge amount of punishment as well as running colder than 20% under full thrust, it's virtually invisible to most Thargoid ships most of the time, without even needing heat sinks - the missile racks are enough to snipe revenants from above, using a certain technique: https://edsy.org/s/vqoh5zH)

I'm going to put together an "advanced" guide for these missions soon, which will go into detail on what I've learned, how to build a suitable ship (non engineered as well as engineered), how to "speed run" them, and also include a lot of the stuff we've all learned here together about these misions, that I missed in my first guide (like heat sinks before jumping and so on).
Very interesting Dolphin build! I've got a Dolphin sitting in storage somewhere (couldn't make it more viable than Orca for passengers), so I may give this build a try. If it works, the only downside will be I won't have a use for the FDS I equipped for these missions; I wanted to finally get some use out the FDS I've had laying around for some time. Then again, it has been such a pain to land both the FDS and FAS on planets (terrain is rough, but icon remains blue and the ship never fully lands) that maybe I shouldn't worry about changing.

The advanced missile racks are particularly interesting. When you use those on Revenants, are they using standard ammo or synthesized AX ammo?

Sidenote: The "advanced" multicannons and missiles - which can become AX through synthesis only, can be engineered, and don't count against AX weapon limit - really undercut FDEV's decision to force everyone to use those stabilizer modules for Human AX weapons. Those modules should only be needed for Guardian weapons.
 
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Very interesting Dolphin build! I've got a Dolphin sitting in storage somewhere (couldn't make it more viable than Orca for passengers), so I may give this build a try. If it works, the only downside will be I won't have a use for the FDS I equipped for these missions; I wanted to finally get some use out the FDS I've had laying around for some time. Then again, it has been such a pain to land both the FDS and FAS on planets (terrain is rough, but icon remains blue and the ship never fully lands) that maybe I shouldn't worry about changing.

The advanced missile racks are particularly interesting. When you use those on Revenants, are they using standard ammo or synthesized AX ammo?

Sidenote: The "advanced" multicannons and missiles - which can become AX through synthesis only, can be engineered, and don't count against AX weapon limit - really undercut FDEV's decision to force everyone to use those stabilizer modules for Human AX weapons. Those modules should only be needed for Guardian weapons.
I only used them as I wasn't able to fit any AX stuff (size two is the lowest size) and they have lots more ammo than the original missile racks. Revenants are pretty weak, when all's said and done and they have no shields. A double-tap (firing both once) will one shot them. I just use basic ammo. Not tested a single shot yet, but probably will as this would increase the total ammo count.

The coolest (pun intended) thing about this build is I was able to sit there and stare intereceptors in the face as they dumbly ignored me as I was running so cold.
 
Hi all. Has anyone else noticed a G3 L-6 no longer one-shots revenants?
That was my experience last night (was teamed at the time, in case that's relevant. Difficulty scaling perhaps?)
 
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